Base Class: Wizard
Weak Telekinesis
2nd-level Psionics feature
Your psionic studies have unlocked a fraction of your mind's true potential, manifesting as an enhanced ability to manipulate objects and force through sheer willpower.
You learn the mage hand cantrip if you don’t already know it, and it doesn’t count against the number of wizard cantrips you know. When you cast mage hand, the following benefits apply while your psionic focus is on your person:
- You can cast mage hand as a bonus action without requiring verbal or somatic components, and the hand is invisible when you summon it.
- You can control the spectral hand as a bonus action.
- The spectral hand’s carrying capacity increases to 20 pounds times your Intelligence modifier (minimum of 20 pounds).
In addition, as a bonus action, you can attempt to telekinetically shove one creature you can see within 5 feet of the spectral hand created by mage hand. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be pushed 5 feet away from the hand.
Psionic Grip
2nd-level Psionics feature
Your mastery of psionics grants you the ability to exert an invisible force to manipulate and control others. As an action, you can target one creature you can see within 30 feet of you. The creature must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be restrained by an invisible force until the start of your next turn or until you lose concentration (as if concentrating on a spell).
While restrained in this way, the creature is [Tooltip Not Found] and lifted 1 foot off the ground. On its turn, the creature can use its action to attempt another Strength saving throw, ending the effect on a success.
Once you use this feature, you can’t use it again until you finish a short or long rest, unless you expend a spell slot of 1st level or higher to use it again.
Forceful Will
6th-level Psionics feature
Your psionic power grows to exert control over the battlefield with unrelenting force. You gain the following abilities:
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Telekinetic Throw: When a creature fails its saving throw against your Psionic Grip feature, you can use a bonus action to hurl it up to 20 feet in any direction (including upward). If the creature is thrown into a solid surface, it takes force damage equal to your Intelligence modifier + your proficiency bonus. Doing so releases them from your Psionic Grip causing them to no longer be restrained.
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Psionic Shield: As a reaction when you or a creature you can see within 30 feet of you is targeted by an attack roll, you can create an invisible barrier of force to throw off the attack. You can add your Intelligence modifier to the creature's AC. You can use this reaction some times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
Master of Force
10th-level Awakened Psionics featureYour mastery of telekinesis allows you to manipulate multiple objects or creatures with ease, overwhelming your foes with invisible force. You gain the following benefits:
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Mass Grip: When you use your Psionic Grip feature, you can target up to two creatures within 30 feet of you. Each target must make a separate Strength saving throw against your Psionic Grip DC. If both are restrained, you must concentrate to maintain the effect on both. If your concentration is broken, the effect ends on all targets.
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Forceful Pull: As an action, you can telekinetically pull creatures toward you. Choose up to three creatures you can see within 30 feet of you. Each target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be pulled up to 15 feet closer to you and take force damage equal to your Intelligence modifier.
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Mental Fortress: Your psionic power fortifies your mind against external threats. You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Psionic Reflexes
10th-level Psionics featureYour psionic mastery sharpens your instincts, allowing you to react with uncanny precision. You gain the following abilities:
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Telekinetic Reprisal: When a creature within 30 feet of you hits you or an ally with an attack, you can use your reaction to lash out with a burst of force. The attacker must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or take force damage equal to 2d8 + your Intelligence modifier and be pushed 10 feet away from the target it hit. Doing so expends a use of your Psionic Shield feature
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Unseen Hands: When you cast mage hand, you can now control two spectral hands simultaneously. These hands can interact independently, but they share the same carrying capacity. As a bonus action, you can telekinetically manipulate objects or creatures with both hands at once, allowing you to push or pull two creatures within range as part of the same bonus action.
Psychic Domination
14th-level Psionics feature
Your psionic influence can overpower even the strongest minds. As an action, you can attempt to dominate the mind of one creature you can see within 60 feet of you. The target must make an Intelligence saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be charmed by you for 1 minute.
While charmed, you can use your telepathic connection to issue commands to the creature, compelling it to take one action on its turn that you specify (no action required for this command). The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
Telekinetic Storm
14th-level Psionics feature
Your psionic control over the world around you reaches its peak, allowing you to create a devastating storm of force energy. As an action, you can create a wave of telekinetic energy in a 20-foot radius centered on a point you can see within 60 feet of you. Each creature in the area must make a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, creatures take force damage equal to 4d10 + your Intelligence modifier and are knocked prone. On a successful save, creatures take half as much damage and are not knocked prone.
You can use this feature once per long rest.
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Weak Telekinesis
Your psionic studies have unlocked a fraction of your mind's true potential, manifesting as an enhanced ability to manipulate objects and force through sheer willpower.
You learn the mage hand cantrip if you don’t already know it, and it doesn’t count against the number of wizard cantrips you know. When you cast mage hand, the following benefits apply while your psionic focus is on your person:
- You can cast mage hand as a bonus action without requiring verbal or somatic components, and the hand is invisible when you summon it.
- You can control the spectral hand as a bonus action.
- The spectral hand’s carrying capacity increases to 20 pounds times your Intelligence modifier (minimum of 20 pounds).
In addition, as a bonus action, you can attempt to telekinetically shove one creature you can see within 5 feet of the spectral hand created by mage hand. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be pushed 5 feet away from the hand.
Psionic Grip
Your mastery of psionics grants you the ability to exert an invisible force to manipulate and control others. As an action, you can target one creature you can see within 30 feet of you. The creature must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be restrained by an invisible force until the start of your next turn or until you lose concentration (as if concentrating on a spell).
While restrained in this way, the creature is [Tooltip Not Found] and lifted 1 foot off the ground. On its turn, the creature can use its action to attempt another Strength saving throw, ending the effect on a success.
Once you use this feature, you can’t use it again until you finish a short or long rest, unless you expend a spell slot of 1st level or higher to use it again.
Forceful Will
Your psionic power grows to exert control over the battlefield with unrelenting force. You gain the following abilities:
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Telekinetic Throw: When a creature fails its saving throw against your Psionic Grip feature, you can use a bonus action to hurl it up to 20 feet in any direction (including upward). If the creature is thrown into a solid surface, it takes force damage equal to your Intelligence modifier + your proficiency bonus. Doing so releases them from your Psionic Grip causing them to no longer be restrained.
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Psionic Shield: As a reaction when you or a creature you can see within 30 feet of you is hit by an attack, you can create an invisible barrier of force to reduce the damage. Roll 2d8 + your Intelligence modifier and subtract the total from the damage dealt. You can use this reaction some times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Master Of Force
Your mastery of telekinesis allows you to manipulate multiple objects or creatures with ease, overwhelming your foes with invisible force. You gain the following benefits:
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Mass Grip: When you use your Psionic Grip feature, you can target up to two creatures within 30 feet of you. Each target must make a separate Strength saving throw against your Psionic Grip DC. If both are restrained, you must concentrate to maintain the effect on both. If your concentration is broken, the effect ends on all targets.
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Forceful Pull: As an action, you can telekinetically pull creatures toward you. Choose up to three creatures you can see within 30 feet of you. Each target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be pulled up to 15 feet closer to you and take force damage equal to your Intelligence modifier.
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Mental Fortress: Your psionic power fortifies your mind against external threats. You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Psionic Reflexes
Your psionic mastery sharpens your instincts, allowing you to react with uncanny precision. You gain the following abilities:
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Telekinetic Reprisal: When a creature within 30 feet of you hits you or an ally with an attack, you can use your reaction to lash out with a burst of force. The attacker must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or take force damage equal to 2d8 + your Intelligence modifier and be pushed 10 feet away from the target it hit. Doing so expends a use of your Psionic Shield feature
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Unseen Hand: When you cast mage hand, you can now control two spectral hands simultaneously. These hands can interact independently, but they share the same carrying capacity. As a bonus action, you can telekinetically manipulate objects or creatures with both hands at once, allowing you to push or pull two creatures within range as part of the same bonus action.
Psychic Domination
Your psionic influence can overpower even the strongest minds. As an action, you can attempt to dominate the mind of one creature you can see within 60 feet of you. The target must make an Intelligence saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be charmed by you for 1 minute.
While charmed, you can use your telepathic connection to issue commands to the creature, compelling it to take one action on its turn that you specify (no action required for this command). The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
Telekinetic Storm
Your psionic control over the world around you reaches its peak, allowing you to create a devastating storm of force energy. As an action, you can create a wave of telekinetic energy in a 20-foot radius centered on a point you can see within 60 feet of you. Each creature in the area must make a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, creatures take force damage equal to 4d10 + your Intelligence modifier and are knocked prone. On a successful save, creatures take half as much damage and are not knocked prone.
You can use this feature once per long rest.
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